ChipXR

Transforming Semiconductor Education
with Immersive XR Training

Overview

As the lead UX researcher and designer, I end-to-end designed a mixed reality learning tool, collaborating cross-functionally throughout the process. Through multiple rounds of user testing, I played a key role in shaping the design direction and demonstrating its educational impact.

Role

UX Researcher
UX Designer

Team

1 HCI Researcher
1 Project Manager
1 UX Designer
2 Software Engineers
2 Technical Artists
2 Content Experts

Timeline

Dec 2024 - May 2025

Problem

The current education lacks
resources for engineering students
to understand complex semiconductor chips

Problem 1

3D chip structures are hard to understand with traditional flat materials

Problem 2

Hands-on laboratory experience is limited
due to expensive cost and feasibility

Solution

Leverage mixed reality (MR)
to overcome the constraints

01 Learn

Explore chip components and its structure
with interactive 3D models

Visualize complex structures in 3D
and get hands-on experience virtually

02 Assemble

Reinforce visual-spatial understanding through LEGO-like quizzes

03 Fabricate

Perform hands-on fabrication tasks to build the chip

Research

Round 1 User Testing
Concept Test

Since MR is an emerging technology, there was limited guidance to inform the design. So I tested an MVP to inform design direction and identify potential risks.

Goal

Identify potential usability risks

Method

Observation

Participants

12 Engineering students

And I discovered..

Inefficient design creates
wrong cognitive load, which can
negatively impact learning

Usability Issue

Virtual objects blended into the physical background, causing users visual confusion that led to interaction errors.


🤯

Cognitive overload!

What's happening inside their brain..

Our brain capacity is limited.

We don't want to waste our brain power like this..

extraneous load

unnecessary cognitive load
from interaction failure :(

This looks right.

germane load

good cognitive load used for actual learning! :)

Design Principle

How might we design
MR learning experience to
minimize cognitive overload?

Design Intervention

Strategy 1.

Add visual clarity
through signifiers

Signaling Principle
Cognitive Theory of Multimedia Learning

After

Various visual cues were used to minimize the cognitive load associated with interaction and interface, helping users stay focused on learning.

Before

Virtual objects are scattered throughout the space

Interactive spatial marker

Designate object locations and indicate their status clearly

Highlights

Signify to users what is interactable

Guiding hands

Reduce confusion by directing user attention

Strategy 2.

Chunk into
digestible pieces

Segmenting Principle
Cognitive Theory of Multimedia Learning

A long lesson was broken into smaller modules with manageable learning tasks.

Modular Lessons

STEP 1

Learn

Goal

Identify key components and their functions in chip structure

User Task

Interact with 3D chip component models with accompanying audio explanations

STEP 2

Assemble

Goal

Reinforce comprehension of the components and their relationships in the overall structure

User Task

Place component pieces in correct order to build complete structure

STEP 3

Fabricate

Goal

Understand the chip fabrication process by linking structural elements to procedural flows

User Task

Perform hands-on fabrication tasks to build the chip

Step-by-step breakdown of fabrication process

Fabrication Process

Photolithography

01

Etching

02

Electrodeposition

03

Wafer Bumping

04

Compute Die -
Base Die Attach

05

TSV Reveal

06

Electrodeposition

07

Solder Reflow

08

PCB Attach

09

Test

Round 2 User Testing
Evaluation

Goal

Evaluate learning effectiveness and usability

Method

Think-aloud session

Focus group

Focus group

Pre-post test

Thematic analysis

Participants

9 Engineering students from semiconductor advanced packaging course

Procedure

3 user testings were conducted with 3 participants per session.

1

Pre-test

  • Subjective knowledge

  • Objective knowledge

2

Think-aloud session

  • Users wear VR headset and engage with the app

3

Post-test

  • Subjective knowledge

  • Objective knowledge

4

Focus group

  • Qualitative assessment

Impact

ChipXR enhanced
spatial understanding with visualization
and confidence through safe, hands-on practice

Learning Progress

Quiz Score

(Objective Knowledge)

+17.6

%

Perceived Knowledge

(Subjective Knowledge)

+31.7

%

Usability

Target Completion Time


< 20

min

Success Rate


100

%

Quotes from focus groups

"Seeing the assembly visually helped a lot"

“Especially in fabrication—mistakes are expensive.
That’s why VR is great.
You can fail without breaking anything”

“Getting that hands-on experience really helped

solidify what I had only understood
in a vague way before”

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